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___ ___
___ ___ ___ ___ ___ \ \ / /
| __| __ |_ || _|| _ || | \ \/ /
| __||__| / /,| _|| _|| | | \ /
|_| |___||___||_\_\|___| / \
/ /\ \
/__/ \__\
Created and Written by Karl Jobst
Tips, Strategies and Fast Times Walkthrough created by David Van Moer
******************************************************************************
******************************************************************************
Version 0.82
Date: 10/03/00
Contact: Karl Jobst..........faq_god@htomail.com
David Van Moer......wavezone23@hotmail.com
Jimmy Thai..........jktfzerox@hotmail.com
F-Zero X E-group Address: http://www.egroups.com/group/FzeroX
Come to the F-Zero X e-group to ask questions, submit times, and talk to the
pros :)
WRITTEN FROM PAL EXPERIENCE! And just in case you don't know about PAL and
NTSC, it's a very technical area involving the type of TV you use. If you live
in America or Japan, you are watching an NTSC TV, which can refresh your
screen 60 times every second A.K.A - 60 different pictures in one second. PAL
however, which is used in Australia and most parts of Europe, can only refresh
the TV screen 50 times a second. Because of this, the speed of the game on an
NTSC TV is much faster than that of a PAL TV. Thus, the cars on the PAL
version will ultimately drive at a slower speed. Hmmm.......I hope I made
sense there. I want you to know this because things may be different to NTSC
users. The walkthroughs are set for PAL users, but are still a great help to
NTSC users. But please don't blame me if something in this FAQ doesn't work
because you use the NTSC F-Zero X.
******************************************************************************
******************************************************************************
CONTENTS
-----------
1. Intro
2. Revision History (updated of course!)
3. Controls/Moves
4. Basic Explanations
5. Basic Tactics
6. Main Screen Options
7. Drivers and Machines
8. Grand Prix - Course Walkthroughs (Jack and Queen)
9. Time Attack
10. Death Race
11. VS Battle
12. Practice
13. Options
14. Fast Times - PAL and NTSC (updated)
15. David Van Moer's Speed Tactics
16. David Van Moer's Speed Walkthroughs
17. Death Race Tips
18. Death Race Grand Prix
19. Codes/Secrets
20. F.A.Q
23. F-Zero X E-group
24. E-mailing me.
25. E-mail Addresses (updated)
26. Copyright
27. Final Words, credits, thanks.
28. FIN
******************************************************************************
******************************************************************************
*~*~* INTRO *~*~*
Another F-Zero X FAQ? Why? Well, this FAQ is going to be the best there is.
Plus, being the person I am, I have started a Fast Times area, which is not
totally complete. Well, I hope you enjoy reading this FAQ. Just remember that
if you are unsure of anything, and the answer you're looking for isn't
anywhere to be seen, just e-mail me and I'll see what I can do for you.
-Karl
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******************************************************************************
REVISION HISTORY
-------------------
0.82 - Much Too Tired (10/3/00)
...Added times of Dustin Andrews (need to update his times)....too
tired....must go to bed....must submit update....
0.81 - Times and Fast Times Walkthroughs update (9/1/00)
I haven't been doing much on this FAQ lately but I will try hard to get a lot
done in the future. There are several things I need to add and I need to
finish the walkthroughs so they are my main priority. However, my n64 has been
taken away for a week and I won't have it back until Monday. This also means
that my times aren't up-to-date because I can't check them.
Ok, to today's update. You will not believe it but the BEST, I repeat the BEST
F-Zero X player in the WORLD has joined up in the F-Zero X E-groups! Plus I
have added his times to the FAQ! So, think you were fast before? Well get
ready to be very disappointed! :) This guy has given me a David strats we
never though possible and he is writing strats as I speak! So expect big
things from that in the future too!
I have also added a couple of level walkthroughs from David which include
sliding walkthroughs for Mute City and Silence!
I have also updated heaps of times and I have added the times of Sami Cetin
too!
0.8 - Times and walkthroughs update (8/21/00)
I completed the Queen cup for the track Walkthroughs. I also updated times
from Nathan, David, and I.
I've e-mailed several people about times but I haven't gotten a reply from
anyone yet...
0.71 - A times update... (8/19/00)
This is just a times update today. However, there are some killer times and
speeds by David, Nathan, and myself. Hmm...still waiting for more people to
join the F-Zero X group, and I need times!!!
Oh yeah, I added the times of Steven Zwartjes too. He's pretty good, but he
might have faster times. I'm not too sure though because he hasn't replied to
me!!!
0.7 - New sections.....making the FAQ a better place to live... (8/5/00)
Hmmm...First I credit "underscore" for making me a mod on GameFAQs chat :)
Don't know why, I guess I was just trying to bribe him :)
I updated David's walkthrough. He has now completed all of the King Cup! So
check that out. I have also updated a few times by David and Nathan, plus a
few from me. Talking about me.....I JUST BEAT EVERY SINGLE STAFF GHOST!!! Such
a big accomplishment. At the moment I'm trying to finish White Land 2 in under
a minute. I'm so close! Yesterday I got 1:01 and I can go heaps faster! Hey,
David's lap is still a second and a half fast than mine!
I added 2 new sections, plus I also added the "(new)" and "(updated)" signs
next to their appropriate sections.
0.65 - Update from David (7/31/00)
David has sent me the Fast Time walkthroughs up to the Fire Field!!! So, I've
posted them. I've also updated times from Nathan Stinson. I now only have 2
more staff ghosts to beat....
0.612- Very small update (7/29/00)
Just added the machines for Dan Taber's times. I finally beat the Mute City,
Sand Ocean, and Devil's Forest staff ghosts all in one night! So, a few better
times from me.
0.61 - A times update. (7/26/00)
Well, a 99% times update today, plus I added another Death Match tip from
Croco64. I added Wes McKinney's times as well which is a big thing because
he's the guy who used to run the F-Zero X World Records site at
www.turokcave.com/fzero/. Also updated a couple of my times and a couple of
other times. Oh, and a word of news. Patrick Wessels said that I could have
his times so they will be in soon.
There's an F-Zero X egroup started now and you can find it at -
http://www.egroups.com/group/FzeroX
Here you can talk about F-Zero X and post your times or just chat about stuff.
You can also post your proof because it allows you to put pictures on the site
for everyone to view. I'll see you there.
Just one more thing, I just got word that David is halfway through the Queen
Cup with the Fast Times walkthroughs. I should post at least the Jack Cup
walkthroughs in the next update.
0.6 - The incomplete FAQ. (7/22/00)
The main walkthroughs are only for the Jack cup so far, but there are more
walkthroughs to follow. I'm going to add tons more times to the fast times
section and I have heaps of updating to do. David Van Moer is writing fast
time walkthroughs so I'll be posting them in the near future as well.
******************************************************************************
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************
CONTROLS
************
The first part of this section tells you what the buttons do on their
own. So, don't get upset if you see a move for a button that I haven't listed.
In the second part of this section, I will list all of the moves you can
perform in your craft.
Control Stick: The control stick steers the car. By tilting the control stick
left, your car will turn left. The more you tilt the control stick, the harder
the car will turn. But be careful, if you turn too fast, you will skid out o
control! While you are driving on the track, press forward or back with the
control stick, will either lower or rise the front of your car. If you are
going at an incredibly high speed, while press back with the control stick
(raising the front of your car), your car has a very good chance of blowing
off the track into the city below. However, if you have the nose pointed down,
there is little to no chance of your car blowing away. While you are driving
on the track, tilting the nose will not be visible, but it still works.
While you are in the air, you can use the control stick to determine your
path, your distance, and your speed. While in flight, tilting the control
stick left or right will steer you in that direction. But while you are in the
air, it is difficult to steer properly. By pressing back with the control
stick, you can tilt the nose of your craft up, which enables your craft to
cover a greater distance. However, this will also cause your craft to slow
down. If you press forward with the control stick, you can tilt the nose of
your craft down. This will make your craft accelerate to an incredible speed,
while at the same time covering a less distance.
A Button: This causes your craft to accelerate. If you don't press this
button, your craft will never move. If you release this button while moving,
your craft will slow down, and eventually reach a crawling speed.
B Button: You can only use this button on the second and third lap. It gives
you craft a temporary boost of speed, which is shown by a green flame that
erupts from the back of your craft. This speed boost will accelerate your
speed dramatically, and can determine the outcome of a race. However, the
amount of boosts you can perform in a race is limited, and has a downside.
Every time you boost, you decrease the amount of energy that surrounds your
craft. If you use up all of that energy, you will be unable to boost. Also, if
you use up all of your energy, there is a very high possibility that you will
be destroyed by either a rival car, or a hard wall.
R Button: This button will cause your craft to drift to the right. However,
you will lose speed.
Z Button: This button will cause your craft to drift to the left. However, you
will lose speed.
L Button: This button allows you to see how much time separates you and the
leading rival machine. If you are coming first, it shows how much time
separates you and the rival machine coming second.
C-Down: I'm kicking myself as I write this because up until today I thought
that there wasn't a break in F-Zero X. Well, this is it. It acts as a hand
brake, and slows the car down, eventually to a compete stop. At high speeds,
this button is necessary when going around corners, to stop you from going out
of control.
The same applies while your craft is in the air. This button will slow your
craft down very quickly while you fly.
C-Up/Right: This button allows you to view the area behind your craft. While
holding this button, you will see everything behind you, and will have no
vision of the things in front of you. So, I wouldn't use this when there are
corners nearby.
C-Left: This button is only useful while playing with 2 or three other
persons. In the quarter-split screens, there isn't enough room to put both the
course radar and the lap display on each player's screen at the same time. So,
this button will switch between the two.
Start: This button pauses, and unpauses the race while it is in progress.
Control Pad: At first I thought that the control pad served no use but David
told me otherwise. First of all you can use it in the main screen and options
menus.
But most important you can use it on the machine settings screen. You can use
the control stick to nudge the arrows left and right. This gives you more
accuracy and helps out a lot.
*********
MOVES
*********
DRIFT TURN --- Right + R / Left + Z
This turn is much sharper than the normal turn using the control stick. It
lets you tackle the tougher turns, without you craft sliding out of control.
However, using this turn WILL slow you down.
SLIDE TURN --- Right + Z / Left + R
I never use this turn, it isn't affective, and slows down your craft too much.
It causes your craft to slide while it turns, but lets you regain control
whenever you want. This turn allows you to turn very sharp corners. And as I
have already said, this move slows you down a hell of a lot.
However, if you choose a slider and put the machine settings at high
acceleration, this turn will make your machine actually go faster! Just make
sure that while you're turning you don't hold down R or Z - a simple tap to
start you sliding is all that it takes. For more information on sliding check
out David Van Moer's tactics. He describes it pretty well there.
SIDE ATTACK --- Z - Z (tap Z twice) / R - R (tap R twice)
This move is very affective when you want to bash a rival craft out of the
competition. This move covers you in a red shield, and shoots your craft to
the left or the right depending on which button you use. If you smash into any
opposing vehicle(s), there is a very high chance that they will be destroy or
severally injured. This attack is very accurate, and very fast. However, it
will slow you down. This move can also be performed in the air.
SPIN ATTACK --- R + Z - Z (hold R and tap Z twice) / Z + R - R (hold Z and tap
R twice)
This move will cause your craft to spin around in an attempt to knock out
opponents around it. In crowded areas, this move can be very affective, and
can destroy several crafts at a time. As with the other attack, this move will
slow you down, but not much. This move can be very affective when performed in
the air.
******************************************************************************
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**********************
BASIC EXPLANATIONS
**********************
The Energy Bar: The energy bar serves two purposes ---
1. The energy bar measures the strength of the shield that is surrounding you
craft. Every time you bump into the side railings, or get hit by another car,
part of your shield will deteriorate. Once your entire shield has been
depleted, another blow will totally destroy you.
2. When you gain the power to boost, the energy bar acts as a fuel tank. Every
time you boost, a portion of your energy gets sucked away. Once you have used
up all of your energy, you can no longer boost! Plus, you still have to worry
about being totally destroyed.
To regain your energy, you can do two things. You can drive through pit stops,
those long strips of pink, and you can destroy other vehicles to gain a slight
amount of energy. When your energy bar is totally full up, you can't get any
more energy. them while talking about the energy bar. The pit stops are
Pit Stops or Refill Zones: I just mentioned the long stretches of pink area
that you find on each course. When you drive through these areas of pink, your
energy bar will gradually refill. While you are in a pit area, nothing can
harm you, and nothing can deteriorate your energy bar. So, boosting in the pit
lane won't decrease your energy!
Stars: Every time you destroy a rival craft, you will be awarded with a star
that will be sown on the right side of the screen. If you get five stars, you
will be awarded with an extra ship! However, getting 10 stars in a race will
earn you no extra rewards. :)
Crafts: When you start a Grand Prix, you will own a certain amount of crafts
depending on what difficulty level you are racing on. When you fall off the
edge of a course, or are destroyed, you will lose a craft. Once all of you
crafts have been destroyed, you will be forced to exit the Grand Prix and try
again from the very beginning.
Lap Display: This will tell you what lap, out of three, you are currently
doing.
Speedometer(km/h): The little square on the bottom right-hand side of the
screen tells you the speed your craft is travelling.
Position Display: This tells you what place your craft is currently at. 30
being last place, and 1 meaning you are leading the pack.
Course Radar: This gives you a birdseye view of the course. You are
represented by the flashing light-blue circle. The dark-blue circle represents
the current leader of the computer-controlled craft. If you are in the lead,
the dark-blue circle will represent second place.
Top 6 Display: In the Grand Prix mode, you will see 6 pictures of drivers on
the left side of the screen. These tell you who are currently in the top six
positions, with the top of the 6 pictures in first place.
Time Display: This tells you how long you have been racing for.
Yellow Arrow Boosts: These are scattered about every course. If you run over
them, they give you a speed boost similar to the boost caused when you push B.
There need no energy, and can range in size.
Traps: These things are little pyramids that are placed around only a couple
of the course in F-Zero X. They throw any machine up in the air, slow them
down, and take away a tiny little piece of the machine's energy.
Ice and Dirt Sections: These slow your machine down, and course your vehicle
to slide more often than not. A word of advice, don't drive through these!
Jump Plates: These look like long Traps, but they don't harm you in any way.
These cause your machine to jump up into the air. These can cause your
machine's speed to increase dramatically if used correctly.
******************************************************************************
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*****************
BASIC TACTICS
*****************
DON'T TURN TOO FAST! The biggest mistake you can make in F-Zero X is turning
too fast into a corner, and sliding out of control. Not only can sliding
destroy you if you ram into a wall with low energy, but it slows you down
dramatically, and can sometimes determine the outcome of a race. However, even
on sharp turns, there are ways to stop sliding:
1. Drift Turn: This turn is very affective, and is 100% slide free. If there
are any tight corners, with little or no enemies around, this is the turn for
you.
2. Side Attack Turn(or jumping): This is the best turning technique, and maybe
not for beginners. While turning, this move will cause you craft to 'jump'
over to the right or left, and turn very quickly. It stops sliding, and is
very useful in tight S-bends.
3. Tap The Accelerator (I'll abbreviate it as "TA"): If you are going around a
fairly sharp corner, and feel no need to use the drift turn or jump turn, but
there is still some risk of sliding, letting go of the accelerator can grip
you to course. This almost totally demolishes the risk of sliding, and there
is an unnoticeable amount of speed loss.
4. I have never used this next technique while racing, as I don't find it
useful and there are better ways to go around corners. This technique is to
brake as you turn a corner. Using the brake will keep you from losing control,
but it slows you down too much to be of use. I suggest using any of the three
techniques mentioned above.
So, there should never be a time where you slide out of control!
DESTROY YOUR RIVALS! I'm sure you all have times where there is someone who
always gets in first place, and you're sure you have no way to possibly win.
Well, there is a simple strategy that can put the fastest of your enemies out
of the picture. The idea is to destroy your rivals, so that they have no
chance of getting any points. It can put you into the lead by a long way, and
can set them back to the bottom of the list. This is a very, very good
technique, and is very effective. If you are having trouble getting rid of
your rivals, check out the 'Killing Tips' part of this FAQ.
GET INTO FIRST PLACE AS QUICKLY AS POSSIBLE! It is best if you get into first
place as soon as possible. It gives you a clear area in front of you where
there is no chance of running into crafts that are in front of you. It lets
you turn corners smoothly, and gives you plenty of room to go at your max
speed without any slow downs.
NO RAILS = EASY KILLS! On some levels you encounter parts of the course that
have no side rails, these are the ultimate areas to destroy other crafts.
Simply drive along side them, and give them a little tap off the edge of the
track. You'll soon hear a little "DING", and will be awarded with a star.
However, be careful. If you miss your target, there is a pretty good chance
that you will fall down instead of your rival craft. Obviously, this is a very
bad thing.
DON'T USE UP ALL OF YOUR ENERGY! Don't boost until you cannot boost any more.
It will leave you destroy-prone, and a nice target for rival crafts. One nick
off a wall when your energy is gone, and you're toast. Also, try to preserve
your energy so that it runs for the entire lap until the pit zone where you
can refuel. If you run out of juice early in a lap, it will give other crafts
ample opportunity to gain a higher speed than you, and get a long way in front
of you.
******************************************************************************
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***********************
MAIN SCREEN OPTIONS
***********************
GP --- Grand Prix: This will lead you to the Grand Prix mode where you will
race with 30 other cars, in an attempt to score the most points.
TIME ATTACK: This mode will let you race by yourself in an attempt to get the
fastest time you possibly can on any level. It also lets you view the fastest
times held for each level.
DEATH MATCH: This mode is designed simply for the purpose of destroy 29 crafts
as fast as you can. Great fun!
VS MODE: This mode lets you battle it out with up to three friends, and maybe
a computer-controlled craft.
PRACTICE: A mode that lets you race with 29 other cars on any course you want.
The idea isn't to win, but to practice your skills.
OPTIONS: This lets you fiddle around with the options of the game. Dealing
with sound, gameplay, and multiplayer.
******************************************************************************
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********************
DRIVERS AND CARS
********************
In F-Zero X it is essential that you choose the right driver to race with.
Some are excellent, some just plain suck. Here's the list of all the drivers.
Because some of you might have lost your manuals (as I did for a LONG time),
I'll add everything the manual did.
But first of all, here are the definitions ---
The scale ranges from A to E, A being the best, and E being the worst.
Weight: The weight of the machine tells us (obviously) how heavy the machine
is. The heavier the machine, the larger the top speed it is able to go. But
don't be fooled, if a heavy machine has a bad boost, it will never reach the
speed of a light machine with a good boost.
Body: This tells us how well the machine can withstand damage, either from
other vehicles, or driving into rails. The better the body, the more damage
the machine can withstand. It also helps with the demolition of other rival
machines.
Boost: This tells us how well the machine can boost. This depends on the
power, and the length of the boost. Having a good boost in most cases is
essential the winning.
Grip. This tells us how well the machine can turn around corners. A bad grip
is a sign that the machine will slide often. Good grip tells us that the
machine can round corners with little chance of sliding. Grip is also very
important.
IMPORTANT! The pilot in the machine has absolutely nothing to do with the way
the machine drives. You are the only person controlling the machine, and the
pilot of the machine does not effect the craft IN-ANY-WAY.
Oh, and one more thing. The pilot is on the left, and the machine is on the
right.
------------
FIRST ROW
------------
CAPTION FALCON ---------------------- BLUE FALCON
----------------- -----------------
Age: 36 Weight: 1260 kg
Story: He's a well known bounty hunter Body: B
as well as a great F-zero pilot. Many Boost: B
mysteries surround Capt. Falcon --- Grip: C
the only thing we know is that he's Number: 7
from Port Town.
Opinion: This is a good machine, but it has nothing that makes it stand out
from the pack. There are far better alternatives. However, this is a good go
for beginners because it is an all rounded machine. Third best racer in the
first row.
DR. STEWART ------------------------- GOLDEN FOX
-------------- ----------------
Age: 41 Weight: 1420 kg
Story: He's been living in the fast Body: D
lane as a doctor. Dr. Stewart became Boost: A
interested in the F-Zero X GP after Grip: D
the death of his father/ The Golden Number: 3
Fox belonged to his father.
Opinion: This machine is a bad choice for any driver. It may have good boost,
but lacks in both other areas. A bad machine indeed.
PICO -------------------------------- WILD GOOSE
------- ----------------
Age: 123 (or so he says) Weight: 1620 kg
Story: Pico used to work for a special Body: B
unit of the Poripoto army. He's Boost: B
aggressive, but calm. Rumour has it Grip: C
that he is also an infamous hit man. Number: 6
Opinion: This is the second best machine in the first row. Has a decent boost
and a pretty good body. Excellent for intermediate drivers, but more difficult
for beginners.
SAMURAI GOROH ----------------------- FIRE STINGRAY
---------------- -------------------
Age: 44 Weight: 1960 kg
Story: He's one of the best bounty Body: A
hunters around and the leader of a Boost: D
group of space thieves. Goroh's reason Grip: B
for joining F-Zero is because of his Number: 5
hatred for Capt. Falcon, his rival.
Opinion: An OK machine, but it is by far the machine you should choose to race
with. Generally, body is the least important feature, and doesn't really serve
much use if you want to win a face. Not a speed vehicle.
JODY SUMMER ------------------------- WHITE CAT
-------------- ---------------
Age: 24 Weight: 1150 kg
Story: Jody is one the top rookie Body: C
pilots in the circuit. While Jody Boost: C
doesn't have much experience, many see Grip: A
her as a dark horse. Number: 2
Opinion: The best machine in the first row. It has excellent grip, which is
very important in a machine. A very good choice for beginners, and a good
choice for intermediates.
MIGHTY GAZELLE ---------------------- RED GAZELLE
----------------- -----------------
Age: 36 Weight: 1330 kg
Story: Three years ago, he was injured Body: E
in a freak racing accident and Boost: A
miraculously survived. Due to the Grip: C
damage his body sustained, he became a Number: 1
cyborg. Others have tried to stop him
from competing, but he is determined
to win.
Opinion: An underestimated machine, because it takes a very good pilot to be
able to master it. It is the fastest racer in the first row. However, there
are better alternatives to this machine, such as the Twin Noritta. But if you
only have the first row accessed, a choice not for the faint hearted.
-------------
SECOND ROW
-------------
BABA -------------------------------- IRON TIGER
------- ----------------
Age:18 Weight: 1780 kg
Story: This young rookie has Body: B
incredible intuition and is very Boost: D
flexible. After enduring a great deal Grip: A
of training, Baba will make his racing Number: 4
debut this season.
Opinion: This machine has very good grip, and a pretty good body, but lacks
any speed. Boost is crucial if you're going to win the Grand Prix, and this is
not the best choice.
OCTOMAN ----------------------------- DEEP CLAW
---------- ---------------
Age: Unknown Weight: 990 kg
Story: He represents the planet takora,Body: B
an enemy of the Milky Way Federation. Boost: B
Takorans are intent on showing their Grip: C
advanced intelligence to the universe. Number: 8
Opinion: Once again we have an average machine. There are better machines to
choose from.
DR. CLASH --------------------------- CRAZY BEAR
------------ ----------------
Age: 54 Weight: 2220 kg
Story: A former F-Zero engineer, it Body: A
has been Dr. Clash's dream to become a Boost: B
pilot. He is participating in the race Grip: E
with a machine he designed and built Number: 29
himself.
Opinion: This machine just plain sucks. Sure, it has a good body, but the grip
is one of the worst in the game. Some machines can use their bad grip to an
advantage, but this machine cannot. A bad choice for anyone.
MR. EAD ----------------------------- GREAT STAR
---------- ----------------
Age: Unknown Weight: 1870 kg
Story: This cyborg was developed by Body: E
the mysterious development group EAD. Boost: A
His purpose is to test his I.Q. and Grip: D
debug his man-made programming. Number: 9
Opinion: One of the worst machines in the game. Not a good pick indeed. Bad
grip, and a bad body. The good boost does not balance out the disadvantages.
BIO REX ----------------------------- BIG FANG
---------- --------------
Age: 8 Weight: 1520 kg
Story: This dinosaur is a product of Body: B
bio-technology. Through this Boost: D
technology, his brain has become very Grip: A
similar to a human's. If he winds the Number: 15
Grand Prix, he will prove that he's
superior to humans.
Opinion: I used this machine a lot when I was an intermediate driver, and I
won the Queen Grand Prix with it on expert, so it must be pretty good.
However, lack of boost will pose a problem in the harder difficulties and
courses.
BILLY ------------------------------- MAD WOLF
-------- --------------
Age: 6 Weight: 1490 kg
Story: Billy is the first monkey to Body: B
participate in F-Zero. He's out to Boost: B
prove that monkeys are the superior Grip: C
species. Number: 11
Opinion: Just like all of the other machines with the same attributes. I give
the same advice.
------------
THIRD ROW
------------
SILVER NEELSEN ---------------------- NIGHT THUNDER
----------------- -------------------
Age: 97 Weight: 1530 kg
Story: Neelsen has participated in Body: B
more Grand Prix races than anyone, but Boost: A
has yet to win. His age has drawn Grip: E
criticism. Because he is resentful of Number: 23
the newer machines, the other racers
are avoiding him.
Opinion: This car is an excellent slider. If you don't know what a slider is,
check out the fast times section later in this FAQ. The grip is on E for a
reason, and you can take advantage of this. This car is very good for very
windy courses; the type you will find in the Joker Cup. However, this car is
definitely not for beginners. But a must for experts......like me! :)
GOMAR & SHIOH ----------------------- TWIN NORITTA
---------------- ------------------
Age: Unknown Weight: 780 kg
Story: These Furikake people always Body: E
act as one person. They are a very Boost: A
strange race. While the rules don't Grip: C
allow pilots to use their machines for Number: 22
two rides, they were approved by the
committee. Their machine is the
lightest in the circuit.
Opinion: The best machine in the game!!!! This machine rocks! It has the best
boost in the game, and is the fastest machine in the game. A craft not for
beginners, but a craft for intermediates. However, this craft is best in time
attack, and doesn't fair that well in the Grand Prix. So, look through the
Grand Prix walkthroughs to see which Grand Prix course this is the best for.
But overall in Time Attack, this is the vehicle of choice.
JOHN TANAKA ------------------------- WONDER WASP
-------------- -----------------
Age: 30 Weight: 900 kg
Story: Tanaka, an engineer, and member Body: D
of the Milky Way Federation, is Boost: A
supposed to be assisting Jody Summer. Grip: D
His concern for his colleague Number: 26
compelled him to join the Grand Prix.
He seems to be more interested in
protecting Jody Summer than winning
the Grand Prix.
Opinion: Ummm......a really crap machine. Just don't choose it. I SAID DON'T
CHOOSE IT!!!
MRS. ARROW -------------------------- QUEEN METEOR
------------- ------------------
Age: 26 Weight: 1140 kg
Story: Mrs. Arrow races with her Body: E
husband Super Arrow. She's a good wife Boost: B
and team member. Actually, her racing Grip: B
experience makes her a better pilot Number: 21
than her husband.
Opinion: An excellent choice for a machine, if you haven't got all of the rows
accessed. I used this racer when I was an intermediate racer, for the slightly
harder courses. Don't be fooled by the bad body, it doesn't make much of a
different. Good grip and boost are a good combination.
BLOOD FALCON ------------------------ BLOOD HAWK
--------------- ----------------
Age: 36 Weight: 1170 kg
Story: Created by Black Shadow, Blood Body: B
Falcon is an exact duplicate of Boost: A
Captain Falcon. Well, almost. Blood Grip: E
Falcon is evil --- very evil. Number: 25
Opinion: Another slider. The machine absolutely rocks on levels like Rainbow
road and big hand. For more info on how to control this beast, read the fast
times section.
JACK LEVIN -------------------------- ASTRO ROBIN
------------- -----------------
Age: 18 Weight: 1050 kg
Story: Jack's a favourite of the Body: B
female fans. Any merchandise with his Boost: D
face on it sells out immediately. Grip: A
While most people talk about his good Number: 14
looks and popularity, not too many
people mention his racing skill.
Opinion: An OK choice for a car, but I never use it. This machines standard is
below average.
-------------
FOURTH ROW
-------------
JAMES McCLOUD ----------------------- LITTLE WYVERN
---------------- ------------------
Age: 31 Weight: 1390 kg
Story: James McCloud is a hired Body: E
ranger, and the leader of Galaxy Dog. Boost: B
He remodelled his space fighter into Grip: B
an F-Zero machine. McCloud is in this Number: 10
Grand Prix for one reason --- money.
Opinion: Another good choice for a car, on the intermediate circuit. But, you
don't want to hit too many rails with this baby.
ZODA -------------------------------- DEATH ANCHOR
------- ------------------
Age: Unknown Weight: 1620 kg
Story: Zoda is the incarnation of evil Body: E
and intent on conquering the earth. Boost: A
Why he's racing in the Grand Prix is Grip: C
still a mystery. His past disputes Number: 13
against the Arrows and Captain Falcon
are well known.
Opinion: One of the fastest cars in the game. A really good choice for expert
riders who know how to get around the track at very high speeds without
banging into side railings.
MICHAEL CHAIN ----------------------- WILD BOAR
---------------- ---------------
Age: 38 Weight: 2110
Story: He's the leader of the bloody Body: A
chain gang. Michael participates in Boost: C
the Grand Prix to show off his driving Grip: C
skills to member of his gang. Since he Number: 24
rarely wins, members are slowly
leaving the gang.
Opinion: Umm......I have to say that I don't really like this car. It has a
less than average boost and grip, which are most important.
SUPER ARROW ------------------------- KING METEOR
-------------- -----------------
Age: 34 Weight: 860 kg
Story: Super Arrow's job is to protect Body: E
the Earth. When Super Arrow discovered Boost: B
that Zoda, his sworn enemy, had Grip: B
entered the Grand Prix, he entered as Number: 20
well.
Opinion: The attributes are identical to that of his wife's machine. So, I
give the same advice.
KATE ALEN --------------------------- SUPER PIRANHA
------------ -------------------
Age: 29 Weight: 1010 kg
Story: This popular singer and dancer Body: B
has decided to try her hand at racing. Boost: C
She will debut this season. Grip: B
Number: 12
Opinion: A good machine for beginners, but not a choice for intermediates or
experts who live their life in the fast lane.
ROGER BUSTER ------------------------ MIGHTY HURRICANE
--------------- ----------------------
Age: 40 Weight: 1780 kg
Story: Roger, and transportation guru, Body: E
was supposed to transport a machine to Boost: B
an unknown participant. His partner Grip: B
persuaded him to abandon that idea and Number: 28
race for himself.
Opinion: Another good choice of a machine.
------------
FIFTH ROW
------------
LEON -------------------------------- SPACE ANGLER
------- ------------------
Age: 15 Weight: 910 kg
Story: Compared to humans, Leon is not Body: C
very bright. He makes up for it with Boost: C
his sharp reflexes and cornering Grip: A
ability. Number: 19
Opinion: An excellent choice for a machine, but there are better machines you
can choose with the same attributes.
DRAQ -------------------------------- MIGHTY TYPHOON
------- --------------------
Age: 136 Weight: 950 kg
Story: Draq works with Roger Buster, Body: C
and is a big fan of F-Zero. Driving in Boost: A
the Grand Prix has been his life-long Grip: D
dream. Number: 27
Opinion: I have only used this machine once and I will never use it again. I
give you the same advice.
BEASTMAN ---------------------------- HYPER SPEEDER
----------- -------------------
Age: 29 Weight: 1460 kg
Story: When just a child, Beastman was Body: C
nearly eaten by a giant alligator. Boost: C
Ever since then, he's been a slayer of Grip: A
beasts. now he hopes to advertise his Number: 18
services in the Grand Prix.
Opinion: This machine takes the role of the second best machine in the game!
The best machine for courses with tight corners, and still, has a decent
boost.
ANTONIO GUSTER ---------------------- GREEN PANTHER
----------------- -------------------
Age: 35 Weight: 2060 kg
Story: Antonio was once Goroh's body: A
right-hand man, but Goroh betrayed Boost: B
him. Now Antonio has joined the Grand Grip: D
Prix in hopes of exacting revenge on Number: 17
his former mentor.
Opinion: Don't use this machine. It just plain sucks.
BLACK SHADOW ------------------------ BLACK BULL
--------------- ----------------
Age: Unknown Weight: 2340 kg
Story: The King of evil. Black Shadow Body: A
strikes fear in the hearts of Boost: E
everyone. His goal is to destroy Grip: A
Captain Falcon in front of millions of Number: 30
viewers.
Opinion: An awesome racer for people who like to go around and smash other
machines to a million pieces. It has awesome grip, and the heaviest body, but
has the worst boost in the game. Seriously, this machine will not win you the
trophy on the master difficulty. But still, this is one hell of a machine.
THE SKULL --------------------------- SONIC PHANTOM
------------ -------------------
Age: 240 Weight: 1010 kg
Story: Skull was once a great legend Body: C
among drivers. Using science and black Boost: A
magic, Skull returned from the grave Grip: D
to compete one more time. Number: 16
Opinion: A very fast machine, but has very bad grip. When you're going very
fast, losing grip (unless you're a slider, but this machine isn't) is the last
thing you would want to happen.
------------------------------------------------------------------------------
OK, now that you know about all of the machines, here are the 5 best machines
in the game. However, if you want to know what machines are best for what
courses, read the walkthroughs. Well, anyway.....
TOP 5 MACHINES IN F-ZERO X (in my opinion :)
-----------------------------------------------
1. Twin Noritta: Without a doubt the best machine in the game. It is the
fastest machine you will ever encounter, and speed is the key to winning a
race.
2. Hyper Speeder: The second best machine in the game. This baby kicks some
serious arse when it comes to the harder courses.
3. Blood Hawk: Underestimated because of it's weak grip. Many people don't
know about sliding, and that is the cause of that - people hate this beautiful
piece of machinery.
4. Night Thunder: Almost identical to the Blood Hawk, and another
underestimated machine. This baby rocks on Rainbow Road!
5. Black Bull: This machine isn't in here because it can win races, this baby
is here because it kicks some serious butt! It has the best grip, and the best
body in the game, and can destroy any adversary. A must for anyone who wants
to race simply to smash up rival cars.
******************************************************************************
******************************************************************************
**************
GRAND PRIX
**************
The Grand Prix is the main feature of F-Zero X. Here, you battle it out
against 30 rival machines in order to win the most amount of points in a total
of six races.
When you first enter the Grand Prix mode, you will have to select one of 3
difficulties, Novice, Standard, and Expert. Ranging from very easy, to very
difficult. The difficulties don't change the courses, but they improve the way
the computer-controlled cars perform, making it harder for you to win. After
completing certain tasks, you get to choose a fourth difficulty, Master.
Next you will have to choose between three cups --- JACK, QUEEN, and KING.
Jack being the easiest, and King being the hardest of the three. However,
after completing certain tasks, you will be able to choose from two other cups
--- The JOKER cup, and the X cup. But to find out how to unlock these cups
you'll have to read on.
After you've selected the desired cup, you'll then have to select the first
track on which you will be racing. You don't have a choice here, so just press
A and keep going.
The next thing you must do is select which machine you will be racing with
through the WHOLE cup. You won't be able to select a different machine for
each course, so have a think about which machine will fair best through every
track.
OK, now comes a tricky part. You have to choose whether or not your craft will
excel in either acceleration, or speed. A lot of people don't exactly know why
you need this, but it is very important. The graph looks something like this--
ACCELERATION <----> MAX SPEED
|
| | | | | | | | | | | | | |
----------------------------------------
/\
This is very hard to explain, but it gets easier to do with practice. By
moving the arrow to the left or right, you can decide if your machine will
have high acceleration, or a high maximum speed. If your machine has a high
acceleration, it won't go its fastest. If your machine has a high max speed,
it will go faster, but it will take longer to reach that higher speed. Here's
a brief layout ---
Acceleration: This will make your machine reach high speeds quickly. At the
beginning of a race, it will reach its maximum quickly. However, it won't
reach its highest possible speed. If the machine hits a wall, or turns
sharply, slowing down, it will recover more hastily. And also, the machine
will not lose as much speed when going through ice or dirt traps.
Max Speed: This will make your machine reach a higher speed. It will be able
to go faster over a long distance. However, to reach its higher speed will
take longer. A machine with a higher speed will be affected more by its boost,
making it go faster. It will take longer to recover if it slows down. In the
long run, max speed is more important than acceleration.
The more you move the arrow to the left or right, the more your machine will
be affected.
On the same screen that you adjust the acceleration and max speed, you can
also change the colour of your machine. Just by pressing R and L you can
choose between 4 different colours for your machine's paint.
OK, once you've finished with the Max speed and acceleration it will be time
for you to start the first race. Now that you know all of the basic
information, here's the walkthrough part.
**************************
DIFFICULTY INFORMATION
**************************
NOVICE: Very, very easy. This is the first difficulty you should have a go at.
Even on your first try, you should be able to rank highly, and possibly win.
The speed of the race is rather slow, and the computer doesn't really try to
overtake you while you are in first place. Also, the machines are very easy to
destroy, and they rarely attack you.
STANDARD: Things start to get more difficult. The speed of the machines
increase, and there is a bigger fight between 1st and 2nd place. Now the
machines start to hug the back of your machine when you are in first place.
The machines are slightly harder to destroy to, but there really isn't any
different in the computer's AI.
DIFFICULT: A really big jump in the difficulty level. The speed of rival
machines really picks over yours. The machines will overtake you much more
often, and they will dramatically speed up in an attempt to get into first
place. In this difficulty it is important to destroy rival machines that are
ranked above you to give you a better shot at the gold medal.
MASTER: Unbeatable to the average player. This is insanely hard. The way that
the creators of F-Zero X have made this really does get on your nerves. In the
first lap it is usually impossible to move up from 30th place, because the
other machines will ALWAYS be faster than you. If you are coming first to an
extraordinary degree, the computer will speed up just to get in front of you.
This difficulty will have you throwing the controller out the window. You will
go insane trying to win, and most people give up trying before they reach the
goal of winning all 4 cups on the master difficulty. However, there is always
a way to win, and hopefully my walkthroughs will help you through the tough
times.
***********
SCORING
***********
When you finish the race you get points depending on where you were ranked.
Here's a list of how many points you get for each position -
1st - 100 Points
2nd - 93 Points
3rd - 87 Points
4th - 81 Points
5th - 76 Points
6th - 71 Points
7th - 66 Points
8th - 62 Points
9th - 58 Points
10th - 54 Points
11th - 50 Points
12th - 47 Points
13th - 44 Points
14th - 41 Points
15th - 38 Points
16th - 35 Points
17th - 33 Points
18th - 31 Points
19th - 29 Points
20th - 27 Points
21st - 25 Points
22nd - 23 Points
23rd - 22 Points
24th - 21 Points
25th - 20 Points
26th - 19 Points
27th - 18 Points
28th - 17 Points
29th - 16 Points
30th - 15 Points
Ideally, if you destroy a rival machine, this gives you a 0% chance of coming
30th.
**************************
THINGS YOU SHOULD KNOW
**************************
The faster YOU go, the faster THEY go --- Yes, it's true. The rival machines
will ALWAYS go faster just to give you a bit of competition. For instance, I
played Mute City on novice. First, I sat at starting line and waited until the
computer finished its three laps, then I finished myself. The fastest computer
time was 2:07. Then, I went fairly fast, and I came first. The fastest
computer time then was 1:47. The computer improved by over twenty seconds!
Just because I went fast, the computer went faster too. The way the creators
have set up the Grand Prix really does suck, and is more annoying then
anything. What's the use of going extremely fast if you know the computer will
always catch up?
The computer has a very small amount of energy --- The computer-controlled
machines have a very small amount of shield energy, and are very easily
destroyed. However, as the difficulty rises, the computer gets more and more
energy. On novice, a small bump to a rival car will most likely burst it into
flames. But on master, it will take several average side attacks.
Don't waster time destroying slow machines --- In other words, don't focus all
of your attention on machines you know won't get a high place. Attack rival
machines will slow you down, so it's a good idea to get into the lead before
you do any major destruction. Once you're in the front, you can afford to take
a bash at anyone who tries to overtake you. This is the best way to take out
rival machines.
And also, use the basic tactics I have shown you earlier in the FAQ. All of
them will be very useful to you. Anyway, now on to the course walkthroughs...
***********************
COURSE WALKTHROUGHS
***********************
You don't always have to follow these walkthroughs step-by-step. Try different
things, and if anything works better for you, do it. I'm just trying to make
it easier for you to win, but do the course whichever way you want.
------------------
--- JACK CUP ---
------------------
The Jack cup is the easiest cup in the game. It is here to let you get used to
driving an F-Zero machine, without providing too much of a challenge.
Vehicles for Novice and Standard Difficulty ---
Vehicle of Choice: First row activated ---- White cat
Second row activated --- White cat
Third row activated ---- Queen Meteor
Fourth row activated --- King Meteor
Fifth row activated ---- King Meteor
Vehicles for Expert Difficulty ---
Vehicle of Choice: First row activated ---- White cat
Second row activated --- White cat
Third row activated ---- Queen Meteor
Fourth row activated --- King Meteor
Fifth row activated ---- King Meteor
Vehicle for Master Difficulty ---
Vehicle of choice --- King Meteor
1. MUTE CITY
---------------
MACHINE SETTING: For every track I'll tell you what I think the best engine
setting is (Max speed or acceleration). If I say 3 from right, it means that
the arrow should be on the line that is three lines from the right hand side.
I will also tell you how many nudges you should put the arrow to the left or
the right. A nudge to the left or right is very small. Just tap the control
stick to the left or right and the arrow should "nudge" over a tiny bit. Each
nudge effects the performance of the machine in a big way.
If I said the best setting is 3 from the right, 4 nudges left, you have to
line the arrow up with the 3rd line from the right, and nudge the arrow 4
times to the right. If you have trouble understanding this, e-mail me for a
more in-depth explanation.
Anyway, the best machine setting for Mute City is 2 lines from the right.
---
A fairly easy track with no sharp turns. It takes the basic shape of an 8,
with a loop situated near the end. The track also has 4 zippers.
Basic Walkthrough: At the beginning of the race, stick to the right. Breeze
around the first corner without coming into contact with rival machines. Hit
the first zipper, and hit the second. In the next corner, use the side attack
to jump around the inside of the other machines. Once around the corner, make
a very straight line on the right of the track, and you should be able to pass
a lot of machines. While going through the pit area, move over to the left
side of the track.
In the next long turn, try to stick close to the edge of the track. If you
need to, tap the accelerator to keep your grip. Hit the next boost, and ease
your way though the second half of the turn.
Hit the boost just before the loop, and keep to the right side of the track as
you go around. At the small jump after the loop, dip your nose down slightly
to pick up a bit of speed.
Once past the finish line, boost once to gain speed. At the first corner, jump
to the right to prevent you from sliding. Hit both zippers, and jump around
the next corner into the pit area. Hit the boost as you go through the pit
area and boost again just as you exit. You don't need to, but if you cannot
get around the next corner without sliding, tap the accelerator a couple of
times. Hit the zipper, and boost again before the next zipper.
Hit the next zipper and keep to the right of the loop. Boost a few seconds
after the zipper, and dip your nose at the small jump. Boost before the finish
line and keep your speed. Jump around the next corner and hit both zippers.
Jump around the next corner and boost while going through the pit area. Boost
once again before the next zipper and tap A if you need to.
Hit the zipper and boost again before the zipper in the loop. After the final
zipper, boost continuously up to the finish line.
Master Tips: You need to boost more if you want to win. It is very important
that you get the most out of your boost power. Stick close to the railing when
you turn corners, and never slide. By boosting as fast as you can at the end
you can gain a lot of ground.
2. Silence
-------------
MACHINE SETTING: 2 stripes from right, 2 nudges left.
One of the fastest tracks in the game. In this track you will maintain a
constant high speed, and sometimes you go so fast you fly off the track!
Basic Walkthrough: This level can be very crowded, and rival machines can get
in the way. However, all you have to do is go around the main flow of the
machines, and you'll easily win. It all depends on how many machines you pass
in the first lap.
At the start of the race, hit the first zipper and move to the left. Keeping
as much to the left as possible hit the next zipper. Move over to the right
and hit the next zipper, then move back to the left and hit the fourth zipper.
At this time you should be going pretty fast, and it is important that you
don't bump into rival machines.
Hit the next zipper in the centre of the track, and move over to the left
again. The mainstream of machines will be on the right, and you should breeze
straight past most of them. Hit the zipper on the left, and try and go for the
next zipper. If there are too many machines there, ignore it.
Slowly make your way over to the right side of the track, dodging rival
machines. Drive through the right pit stop, and keep a pretty good speed up to
the finish line.
As soon as you pass the finish line boost up to the first zipper. Move to the
left and boost again up to the next 3 zippers. Hit all three zippers and move
into the centre of the course. Boost if you can into the next zipper, and then
hit the zipper on the right. Ignore the next zipper on the left, and hit the
zipper in the centre.
Tap B until the finish of the race, you need to constantly travel at a very
high speed. As you pass the last zipper you will need to hold UP on the
control stick. If you don't you'll totally fly of the track and into the city
below. Keep boosting, and boosting, and boosting up to the pit area.
Go through the right pit area and DON'T MISS AN INCH! You need all the boost
power you can handle. As you go through the pit stop you will also need to
hold up on the control stick to save you from flying off. But still, you will
always fly off for half a second.
Complete the third lap exactly the same as you did the second and you should
have an easy win.
Master Tips: It is VERY important that you don't get slowed down in the early
stages of the race. Try to get around 20th position at the second lap, and
boost continuously until the end of the race. The leading machine is very hard
to beat, so you need to get into the lead as soon as you can.
3. Sand Ocean
----------------
MACHINE SETTING: 2 stripes from right, 4 nudges left
This track contains two tunnels where you can race along the sides and even
upside down!
Basic Walkthrough: This track is pretty easy, but keeping your grip in the
tunnels can be difficult. Just remember that if you come out of the tunnel
upside down you will fly off the track!
At the start of the race move to the right side of the track. When you get
into the tunnel, move over to the left side so that you're on the side of the
tunnel. When you are driving through the tunnel try not to slide down onto the
bottom or other machines will most likely slow you down. Once you reach the
grey portion of the tunnel try to avoid other machines, but try not to spin
around too much. Make sure your machine is the right way up as you leave the
tunnel and stick close to the yellow line.
Once out of the tunnel ease your way around the next corner. Hit the zipper
and ease around the corner after that. In the next tunnel make sure you hit
the zipper. Try not to loose your grip.
Once past the finish line hit your boost. When you get into the tunnel keep to
the left side so you don't slide around too much. If you start to slide tap
the accelerator a bit. Boost a couple of times through the first tunnel and
keep the high speed all the way through.
When you exit the tunnel you should be going at a high speed. At high speeds
you will need to jump around the next corner into the zipper. You may also
need to jump around the corner after the zipper. Boost in the next tunnel and
make sure to hit the zipper. Don't boost again until you reach the finish
line. Make sure you go through as much of the pit area as possible.
Complete the third lap similar to how you did the second. Make sure you don't
slide in any of the tunnel because you'll slow down immensely. After the
second last zipper, you should have about a quarter of your energy left; you
need to boost continuously until the end. Again, make sure you don't slide.
Master Tips: Very, very tough race to win on master. Just remember to keep
very close to the inside railing when going around the corners, and don't
slide. Make sure you keep up a high speed, and if need be, take out a few
rival machines.
4. Devil's Forest
--------------------
MACHINE SETTING: 2 stripes from right, 3 nudges left.
A pretty simple course with a couple of tight turns and some dirt areas.
Basic Walkthrough: At the start of the track there is a fairly laid back left
turn, and then a harsh right turn. Keep to the left on the first turn, and
then jump a few times when going around the second turn.
Hit the next zipper and keep as much to the left as possible while going down
the long straight. At the end off the straight you'll come to another sharp
turn. Again, you need to jump a few times to stop your machine from going
through the dirt.
Hit the next zipper and keep to the right. Next go through the pit stop on the
right.
Boost straight after the finish line and ease around the first bend. Jump
around the hard bend and then boost 2 or 3 times up to the next zipper. Once
again, keep to the left on that long straight. About halfway along the
straight boost again.
Jump around the next hard corner and boost towards the next zipper. Hit the
zipper and boost again while going through the right pit area.
Complete the third lap similar to how you did the second. Near the end, if you
have extra energy, boost more than once on the long straight to get a higher
speed.
Master Tips: Make sure you go VERY tight around the two sharpest corners.
Don't go into the dart zone. Don't miss a zipper, and boost whenever your
speed is low. This course is pretty easy to win.
5. Big Blue
--------------
MACHINE SETTING: 2 stripes from right, 5 nudges left.
This is the hardest course in the first cup. Throughout the entire course you
race on the outside of a tube! You can go upside down and all around in every
direction. You can even just sit there and go round and round and round and
round forever! Well, at least until you get sick and throw up. But believe me,
if you throw up, F-Zero X definitely isn't the game for you. Anyway, on with
the walkthrough.
Basic Walkthrough: This track is quite difficult on your first tries. However,
with practice this level can become very easy. There are 8 zippers in total on
the tube. You should try and hit at least 5 zippers every lap. On you first,
you should try to hit 7 zippers to keep up your speed.
This track will require a lot of TA to keep your grip on the outside of the
tube. There's a very good chance you will slide, or get totally blown away!
When you are going fast, don't turn too fast. If you need to turn reasonably
fast, use some TA. You shouldn't need to jump at any time.
From the start try and get right into the centre of the track. Jump onto the
tube and sit right on the top, just to the right. Hit the first boost and
immediately get to the bottom by turning left. Use some TA if necessary.
On the bottom of the tube you will encounter zipper number 2. Hit the zipper
and straight ahead is zipper number 3. Straight after zipper number 3 you will
need to go to the left, you will probably need to use TA. You will now see
zipper number 4. Once you hit zipper number 4, you will need to give constant
boosts of TA. The track will start to curve, and you need to keep on the
inside area. Move to the right and you should be able to catch zipper number
5.
After zipper number 5 you should be going very fast. Straight after you go
over zipper number 5 you need to turn left and get to the top of the tube. You
will need to use a lot of TA or you will slide. At the top of the tube you
will be able to catch zipper number 6.
After zipper number 6 you will see a long curve in the distance. Using plenty
of TA, keep JUST to the inside, but still stay on top of the tube as it begins
to curve. Zipper number 7 is sitting just to the right of the very top of the
tube. If you go to the left the slightest amount too far, you will probably
fly off into the city below. Hit zipper number 7 and then get straight onto
the red line. The red line is on the right side of the tube. If you stay on
the red line you will be on the inside of the curve, and that is what you
want.
Just as the curve is beginning to end, there is another zipper on top. This is
the last zipper, and number 8. Hit the last zipper and keep just to the left
of the top of the tube. When the tube ends you will fly smoothly into the pit
area.
Just past the pit area there is a zigzagging section of track. In the first
lap you can just breeze through with the control stick, no need for the Z or R
buttons.
Just past the finish line boost two times up to the tube. I won't tell you any
more, but you will be needing lots of TA. Don't forget to use it or you WILL
slide.
Get onto the tube and hit the first zipper. Get onto the bottom of the tube
and hit the next THREE zippers. You can ignore the fourth zipper on the bottom
of the tube. After the third zipper on the bottom make your way up to the top
to hit zipper number 6.
Straight after zipper 5 get onto the red line on the right side of the tube.
While on the red line boost twice to get plenty of speed. You should be going
VERY fast. Ignore zipper number 7 but hit the eighth zipper. You need to keep
low to the left as you jump off the tube so you can land only a short distance
into the left pit zone.
After the pit zone you will need to jump from left to right as you go through
the chicane. Once past the curvy area you need to boost twice up to the tube
again.
Go along the tube as you did on lap 2 until you get past zipper 6. Move onto
the right red line, and boost continuously. Boost about 2 times and move up to
hit the last zipper.
Keep low and get lots out of the pit area; boost as you go through. Now, you
will need to jump as you go through the chicane. If you hit a wall, boost
again to get up your speed. Just boost, boost, boost until the finish line and
you have a 90% chance of winning on any difficulty. Just remember, PRACTICE
MAKE PERFECT!!!
Master Tips: A very easy level to win on master. Just follow the basic
walkthrough and you should have gold. Don't jump while on the tube or you will
have a good chance of flying off.
6. Port Town
---------------
MACHINE SETTING: 2 stripes from right, 3 nudges left.
A fairly laid back course with a HUGE jump at the end that'll send you flying
at speeds of over 1200km!!!
Basic Walkthrough: At the beginning of the race things will get VERY crowded.
Try not to get stuck in a machine sandwich. Keep to the sides of the tracks
and you should be out of harm's way.
At the start you will make a very easy curve left. Stick to the inside of the
flow of machines. One thing about this track - All of the machines move in
almost a singular line. Just stay out of their path and nothing can touch you.
Once past the first bend slowly make you way to the centre of the track; there
will be machines blocking your path, so you have to barge your way through.
Hit the zipper up ahead and keep to the left.
Up ahead is a very tight chicane. Some people say you should brake, but that
is the worst thing you could possibly do. You will be travelling at a fairly
high speed because of the zipper, so you need to get through pretty quickly.
The chicane turns quickly left and then right. Just as you enter the bend JUMP
to the left, and then quickly JUMP to the right. You should have cleared the
chicane with no loss of speed. You should have left your opponents for dead.
It should put you into first place in the lower difficulty levels. After the
bend gently turn around the next curve.
Up ahead you have two sharp turns. The first turn is pretty easy and only
requires one jump. The second turn is outlined by hazardous ice. Going through
ice is bad, so the corner gets a lot tighter with the ice included. Just jump
around and there's nothing to worry about.
After those two turns we get to the highlight of the race. Up ahead is a
series of 4 zippers going up a steep hill. Catch all zippers and try not to
bang into the rails of the slim course. At the top of the hit you will be shot
into the air at max speed. Let your machine fly for a second, and then dip the
nose down just below the horizontal axis. Your machine will start picking up A
LOT of speed. Just before your machine hits the ground raise the nose up to
the horizontal axis to keep the speed when it hits the ground. Now you'll have
to go around a corner at max speed. Jump, jump, JUMP! Jump around the corner
as fast as you can to prevent you from sliding into the rail and losing all of
your hard earned speed.
Once you have taken your speed around the corner let your machine sail
straight. If you have a tiny bit of energy gone you need to go into the pit
area for a second and then head into the middle of the two areas. Hit the
zipper and you should be way ahead of the competition (except on Master).
Boost as soon as you pass the finish line. Use some TA around the corner to
prevent you from sliding at high speeds. Hit the zipper and go through the
chicane by jumping to the left and then to the right.
Once around the next corner hit the boost. Jump around the next corner and
boost again into the corner with ice. Jump around the ice corner and boost
towards the first of the four zippers.
Obviously you should hit all 4 zippers as you go up the hill. When you reach
the top let your machine rise for a second and then lower the nose a little
bit to gain speed. Just before you hit the ground raise the nose up to
decrease the amount of speed loss.
Jump around the corner and boost into the pit area. Boost again while going
through the pit stop without hitting the booster.
Complete the 3rd lap like you did on the second lap. After the big jump you
should have at least a quarter of your energy left. Boost while jumping around
the large corner and boost continuously until you finish.
Master Tips: A VERY easy race to win on the master difficulty. The one thing
that insures your win is keeping your speed at max after the large jump. You
will go flying past the other machines leaving them no chance of catching up.
******************************************************************************
-------------------
--- QUEEN CUP ---
-------------------
This is another simple cup, but it's gradually getting harder and harder. This
might be the easiest cup to win - it was my first master trophy.
Vehicles for Novice and Standard Difficulty ---
Vehicle of Choice: First row activated ---- White cat
Second row activated --- White cat
Third row activated ---- Queen Meteor
Fourth row activated --- King Meteor
Fifth row activated ---- King Meteor
Vehicles for Expert Difficulty ---
Vehicle of Choice: First row activated ---- White cat
Second row activated --- White cat
Third row activated ---- Queen Meteor
Fourth row activated --- King Meteor
Fifth row activated ---- King Meteor
Vehicle for Master Difficulty ---
Vehicle of choice --- Hyper Speeder
1. SECTOR ALPHA:
-------------------
MACHINE SETTING: 2 from right, 1 nudge right
A very simple track that is similar to silence but I tiny bit more complex
with several turns and bends.
Walkthrough: A VERY easy level to win, even on Master. At the start just keep
a straight line and stay on the right side. When you get to the S-bend turn
right over the zipper and then turn hard to the left, but not so hard that you
slide. You have to keep to the left side of the track or you will hit
machines.
Keep going straight and after the slim part of the track keep on the left
side. You should pass a few vehicles here. Hit the booster and go through the
left refill zone. You don't have to used and DT but maybe a bit of TA.
After the finish line boost twice. At the S-bend you should be going pretty
slow so you don't need any DT's to get through the bend. Also make sure that
you hit the zipper. After the zipper boost twice, with about 2 seconds rest
between. Hit the zipper in the tunnel and go around through the left refill
zone using a bit of TA. Boost through the refill as well.
Boost twice after the finish line once again. Go through the S-bend and hit
the zipper, then boost 3 times consecutively. Hit the zipper in the tunnel and
use a mix of DT's and TA's to get around the last left corner. After the last
zipper boost constantly until the finish.
Just after the pit stop your craft may fly in the air for a second, this is a
bad thing so hold up hard on the control stick to minimise the airtime.
2. RED CANYON:
-----------------
MACHINE SETTING: 2 from right, 4 nudges left
This is one of the most fun levels in the game. Plenty of airtime and constant
boosting makes this level very fast.
Walkthrough: Now we get to the easiest level to win in F-zero X. Hit the
zipper at the start and go around the first corner using only the control
stick.
After every jump try to make your craft land level with the ground. Don't land
while your nose is down or you will lose a lot of speed. After the first turn
DT once to get around the next bend. In the next 2 jumps, push the nose down
slightly and then bring the nose up just before impact. Make sure you hit both
zippers.
At the 3rd turn you really only need 1 DT into the zipper. Same applies for
the 4th but you might need 2 DT's using the Z button. Hit both zippers in the
refill zones and glide to the finish line.
Hit the zipper and DT around the first corner. Boost after the turn and then
boost again as you go around the second corner using plenty of DT's. Hit both
zippers on the hills and boost up to the zipper on the 3rd corner. Constantly
boost up to the 4th corner and hit the zipper.
Boost as you go through the refill zones and skip the zippers. Boost up to the
finish line and hit the first zipper.
Complete the third lap like the second and constantly boost all the way. DT
every corner and you should win with a lot of ease. You can easily beat the
master cars by 10 seconds!
3. DEVIL'S FOREST 2:
-----------------------
MACHINE SETTING: 2 from right, 4 nudges left
You might have a lot of trouble with this level because you will get hit quite
a lot by rival machines. Your machine will take quite a beating so try and get
out of the way of the main traffic flow.
Walkthrough: At the start keep on the left side of the track. Keep to the left
as you go around the corner and IGNORE the zipper. If you go for the zipper
you will get smashed. Still, even though you ignore the zipper you will go
past a few machines.
Hit the zipper in the tunnel and tip your nose down after each jump. After
hitting the tunnel zipper make a line for the next zipper so you can hit it
without turning. Hit the zipper and then hit the next zipper. As you fly off
the last bump try to glide with your nose slightly nose.
Take the speed around the corner with a gentle turn. Through the next few
turns you won't need anything but your control stick, but you might want to
use a bit of TA. At the end of the slim section DT Z to get through the small
S-bend.
After the finish line boost twice up to the next zipper. If you really want to
go fast you can boost again after the zipper but it isn't necessary. Hit the
zipper in the tunnel and take the next few hills like you did in the first
lap. After the hills take the next corners slowly and use a bit of TA. Just
after the small S-bend boost again into the refill zone.
Complete the third lap just like you did the 2nd, but after the slim section
boost constantly up to the finish line.
4. MUTE CITY 2:
------------------
MACHINE SETTING: 3 from right
This is the hardest Queen Cup level to win. You will be smashed in all
directions by rival machines. You don't stand a chance unless you fight back
with all you've got.
Walkthrough: This is a very tough stage to win. It is a rather slim stage and
there will be machines everywhere that will hit you and ram you all over the
place. In the large corners, it is often wise to go wide and then turn using
plenty of DT's to get through the large amount of machines.
This level has plenty of turns so I will just summarise the whole level.
Every turn on the first lap can be handled without help from A, R or Z.
However, if you touch any vehicle at all during a turn you will begin to
slide. You need to quickly get out of the slide using TA.
At the jump plate, let your machine rise and then dip the nose down slightly
for the best effect. Try not to hit any machines as you land. Also, as you go
through the tight areas it's very hard not to hit other machines. If hitting
machines is imminent do a spinning attack.
On the second and third lap boost just past the finish line. From then on,
boost after every large corner...you know the kinds. It's a BIG no-no if you
hit a machine after boosting. You might need some TA through the corners
because you're going at higher speeds than the first.
Boost also through the refill zone and on the third lap you will want to
constantly boost after the as soon as you reach the refill zone.
5. BIG BLUE 2:
-----------------
MACHINE SETTING: 3 from right
A tiny level with lots of quick turns. Great level for sliding but sliding in
the grand prix isn't the greatest idea. So, looks like you're gonna have to do
a lot of jumping! :)
Walkthrough: For the first turn to the left you only need one DT to get
around. Then just turn normally on the following right turn. Keep to the right
and hit the zipper, then keep to the left along the straight.
Turn normally into the refill zone and using DT's to get around the following
left turn. Hit the zipper and gently turn into the tunnel. After the tunnel
use one DT using R to get through the S bend.
After the finish line boost as you go around the first corner. Then boost
twice after the right turn up to the zipper. Boost once more after the zipper.
DT once into the refill zone and try not to miss an inch. Boost through the
refill zone and DT furiously to get around the next corner. Boost into the
zipper and DT once to get through the next refill zone without hitting the
wall. Coming out of the tunnel you might need to double tap Z then R, but only
one is needed. Boost up to the finish line.
Complete the third lap the same way but boost constantly after the last
zipper. Make sure that you don't hit any walls in the last tunnel.
6. WHITE LAND:
-----------------
MACHINE SETTING: 2 from right, 3 nudges left
A pretty lame cause, but there are some hell jumps at the end that will send
you flying...
Walkthrough: Go around the first corner and through the tunnel normally until
you get to the long straight. You might want to use a bit of TA going through
the tunnel though because you will get hit by other machines.
While going along the straight you might want to knock off a few
machines...You know...Just for fun :) Hit the zipper and straight turning into
the next turn. You should only need one double tap to get around the corner
but you can use 2.
After each jump let your machine rise and then dip the nose down a bit. Just
before you land bring the nose back to horizontal. If you did it right you
should just bump the top of the last hill and start flying. Don't push the
nose down too hard on the big jump and pull nose back up just before impact.
DT the last corner to the finish line.
Boost as soon as you start the second lap and DT the next corner. DT every
corner in the tunnel until you get to the straight. As you're going in between
the dirt parts boost once. Then boost twice more as you reach the part of the
track with rails.
Hit the zipper and use DT's to get around the next corner. Once you're past
the corner boost once up to the jumps. After the second jump you may have to
keep your machine nose right down because if you go too fast you will fly
straight over the fourth jump plate!
Dip the nose down after the last jump hard to land just before the refill
zone. Boost as you go through and DT the last corner. Then boost once up to
the finish line.
Repeat the second lap up to the part with the jumps. If you can, destroy
machines on the track with no rails to gain more energy. Boost before the
jumps and then boost again after the third jump plate. If you're going fast
enough you should fly straight over the last hill and go REALLY fast down to
the refill zone.
Once in the refill start boosting and constantly boost to the end; DT the last
corner.
******************************************************************************
******************************************************************************
**************
TIME ATTACK
**************
After selecting Time Attack you get to choose which track you want to race on.
You can only select tracks that are available in the Grand Prix mode. Once
cups are accessed in the Grand Prix mode you get to play them in Time Attack.
After you've selected your course you must choose your desired machine. If you
want to know the best machine for each track, just read the Fast Times
section. Once you've selected your machine you then have to choose your
machine settings.
Now you race against the clock to get the fastest time you can. There are no
other machines on the course - just you and the open road. The same rules
apply in the time attack as they do in the Grand Prix. You can't boost on the
first lap either.
If you choose to race the same course more than once, a ghost of your previous
attempt will show up on the track. A ghost is an apparition of your previous
attempts of the course. You can see the your previous attempts at the course
as you race. You can't touch this ghost, or it could slow you down, you just
go straight through it. However, a ghost will disappear when you reset the
game. But, there is a way to keep a ghost forever -
After finishing a track, you have the option to save the ghost onto your
memory pack if you own one. The ghost will be on the memory card and will
always be in that track when you play it. If you race for more than 3 minutes
on a course however, you cannot save your ghost.
You best times, fastest speeds, and best laps are placed on the record screen.
Here it tells you your best attempts for each level individually. Here's a
brief FAQ on the records page.
Best Times: Here you will see your 5 fastest times for a track. If you have
not completed the track more than 4 times there will be blank spaces left
over. If you get a faster time than any of the times currently in the records
your time will get posted. If there were already 5 times on the page, the
slowest time will be pushed out of the way to make way for the faster one.
MAX Speed: This tells you your fastest speed for the race. Even if you only
reach your highest speed for a tenth of a second, the game still reads it as
the highest speed. There is only one slot for the highest speed. To get a
highest speed you MUST finish the race.
Best Lap: This tells you what your best lap time for the course is. It doesn't
matter what lap number you get your best time on. The best lap doesn't need to
be from a race that also qualifies into the best time records. There is only
one slot for the best lap. And also, you have to finish the race for your best
lap to qualify.
When you select time attack you can either race on a track or view your
current records.
There is also another challenge to fulfil in the time attack arena. If you
achieve a certain time for each track you will have the option of racing
against the developer's ghost. This ghost is just like the other ghosts but it
is extremely hard to beat. The idea here is to beat the ghost. If you beat the
F-Zero X ghost you get a cross next to the option of racing with the staff
ghost. I haven't beaten every staff ghost so I don't know if you get a reward.
Well, there's nothing else to say about this. For tips and strategies telling
you how to get the fastest times read the fast times section.
******************************************************************************
******************************************************************************
**************
DEATH RACE
**************
Perhaps the most enjoyable arena of F-Zero X. The Death Race is where people
come solely for the purpose of smashing up other rival machines.
For the Death Race you would want to choose a very heavy machine with a good
body. The best machine for this is the Black Bull. However, if you don't have
all of the rows accessed you could use either the Fire Stingray, Crazy Boar,
or Green Panther. If you want extra challenge, choose a vehicle like the Twin
Noritta or the Red Gazelle.
Set your Max speed and acceleration to whatever setting you want, it doesn't
make that much of a different.
In Death Race there is only one course you can race and there is an infinite
amount of laps you can do. You just go round and round and round and round
forever.
Now here's the fun part, while going around this endless track, you must
destroy every machine in your path. You begin the race with 29 other machines.
You must make your way through the pack of rival machines and smash them into
oblivion.
The idea of Death Race is to totally destroy every rival machine in the
shortest possible time.
There are a couple ways to destroy rival machines:
1. You can use the side attack or spin attack to destroy other machines with a
single blow. When using the side attack, drive parallel to the machine you
want to destroy and ram them into oblivion. When using the side attack it is
important to use the control stick as well. If the rival machine is to the
right of your machine, double-tap R and press right on the control stick. This
will give the rival machine much more damage.
When using the spin attack make sure that there are several machines in
striking distance. As you spin move from left to right knocking out all
machines that are to the side of you. You could also use the spin attack at
the jump plate to knock a few machines off the course.
2. At the pit area you can knock opponents of the edge of the track. The track
has no sides around this area so destroying rival machines is easy. Drive
parallel to a machine that is travelling near the edge of the track. Use a
very easy double-tap to give them a slight push off the edge. But be careful -
If you miss the rival machine and you double-tap too hard, you will go flying
off the edge of the track yourself!
OK, now that you know what to do, go and destroy some machines!
******************************************************************************
******************************************************************************
*************
VS BATTLE
*************
The place you go to play with friends. In the VS mode you get to play with up
to three other friends up to a total of 4 racers. But first, you must go into
the options screen. The options screen is covered later in the FAQ.
OK, once you've selected VS battle and chosen how many players you want you
can select any track that you have achieved through the Grand Prix mode.
Once you've selected the track you want to race on, you can now select your
vehicle. Same thing applies - You can only race with machines you have opened
up already. All players can choose the same machine. Once you've chosen your
machine choose your machine settings.
Now it's time to race. Depending on how you adjusted the options, the screen
will either be split into two, or split into four rectangles. Just for a
little unnecessary information - With only two players, you will only hear
sound for the second player and the not the first.
With three players you will be able to see the course radar in the black
square where no one is racing. You'll also be able to switch between lap
display and course radar by pressing C-left.
If a player is destroyed in anyway in the race, they will not be able to race
again. Depending on watch you chose on the options screen, they might play a
little slot machine. I don't know for sure what happens if you match three
pictures together, but I got one from the manual. Hopefully more will come in
soon ---
Three X's = The leading machine will loose all of its energy
More to come soon though.
Once the race is over and everyone has either finished or died you are shown
the results screen. In the manual (which you all should have) there is a
little table saying how many points you get for coming certain positions with
a certain amount of racers. So, being the nice person I am, I'll list the
table right here in my FAQ:
__________________________________________________
| | 2 MACHINES | 3 MACHINES | 4 MACHINES |
|--------------------------------------------------|
|1st Place | 5 Points | 5 Points | 5 Points |
|2nd Place | 0 Points | 3 Points | 3 Points |
|3rd Place | ---- | 0 Points | 1 Points |
|4th Place | ---- | ---- | 0 Points |
--------------------------------------------------
you'll also see a "V" which tells you how won that race. In the next screen
the number next to the "V" will tell you how many times that person has won.
Oh, and one last thing, the computer controlled machines can win points as
well.
******************************************************************************
******************************************************************************
************
PRACTICE
************
This is the most boring thing you can do on F-Zero X. Here, there is no point
in racing besides to "practice" certain levels. Once again, you cannot
practice levels you haven't opened up yet.
In the practice mode you select your machine and everything just like you did
for everything else. There is no real "point" to practice mode - all you do is
race a track forever and ever until you either die or press quit.
You'll be racing with 29 other cars creating an atmosphere of the real thing.
If you destroy all of the other machine machines you will be left to go around
the track by yourself.
There is no limit to the amount of laps you do, and the timer will only show
your fastest lap.
Hmm......Any more to say?............No.
******************************************************************************
******************************************************************************
***********
OPTIONS
***********
The options are very important if you are going to play the VS battle mode.
VS COM (2p,3p): Here you can choose whether or not you want to play with
computer-controlled machines. This will effect the total amount of players if
there are only 2 or three people playing.
VS Slot: Using this option you can decide whether or not you want to be able
to play the slot game if you are destroyed while racing in the VS battle mode.
VS Handicap: This controls the handicap in the VS battle mode. With the
setting on +1 or +2, boosting will drain less energy from your machine. +2 has
a greater effect over +1. However, you can't set each machine's handicap
individually.
Sound Mode: This lets you choose between Monotone and Stereo.
All Data Clear: Just a few words when talking about this option......NEVER,
EVER, EVER TOUCH THIS BUTTON!!! Only use this if you're a complete moron and
you want to play a trick on your friend who's been trying to get fast times
for 6 months. :) Bad idea to use this, it totally deleted every piece of saved
data on your cart. This includes fast times, Max speeds, and best laps. Oh,
and I won't use this as an excuse if I ask for proof. :)
******************************************************************************
******************************************************************************
___ ___
___ ___ ___ ___ ___ \ \ / / _____ _ _____ ___ ___
| __| __ |_ || _|| _ || | \ \/ / |_ _|| || || __|| __|
| __||__| / /,| _|| _|| | | \ / | | | || | | || __||__ |
|_| |___||___||_\_\|___| / \ |_| |_||_|_|_||___||___|
/ /\ \
/__/ \__\
...hehe (Title done by Jimmy Thai)
OK, here's a pretty good part of the FAQ. Think you're fast? Well, check out
some of these times. Of course, I want you to send in your times as well. They
don't have to qualify or anything, just as long as you give me sufficient
information. If you're going to send me times can you please tell me these
things:
Do you use a NTSC or PAL version of F-Zero X?
Your name?
Your times?
Your max speeds?
Your best laps?
What machine you use to achieved these times?
And if you want - Do you like this FAQ?
OK, now we'll get onto the Fast Times. More times will be coming very soon.
I'm going to e-mail a lot of world-class players and ask for their times.
Still, I have the pleasure of posting the times of David Van Moer - The best
PAL player IN THE WORLD! Also, he is very kindly writing strategies for me so
check out that section as well.
------------------------------------------------------------------------------
****************
PAL VERSION!
****************
------------------------------------------------------------------------------
************
JACK CUP
************
1. MUTE CITY:
----------------
BEST TIME: 1:24:376 David Van Moer MACHINE: Night Thunder
1:26:459 Steven Zwartjes Twin Noritta
1:26:848 Karl Jobst Night Thunder
1:26:992 Sami Cetin Twin Noritta
BEST LAP: 0:24:416 David Van Moer Twin Noritta
0:24:988 Steven Zwartjes Twin Noritta
0:25:028 Karl Jobst Twin Noritta
0:25:186 Sami Cetin Twin Noritta
MAX SPEED: 1250km David Van Moer Night Thunder
1228km Karl Jobst Blood Hawk
1175km Sami Cetin Twin Noritta
1168km Steven Zwartjes Twin Noritta
2. SILENCE:
--------------
BEST TIME: 1:16:540 David Van Moer MACHINE: Night Thunder
1:17:303 Steven Zwartjes Twin Noritta
1:17:486 Karl Jobst Twin Noritta
1:18:583 Sami Cetin Might Typhoon
BEST LAP: 0:21:603 David Van Moer Night Thunder
0:21:898 Steven Zwartjes Twin Noritta
0:21:902 Karl Jobst Twin Noritta
0:22:557 Sami Cetin Mighty Typhoon
MAX SPEED: 1500km David Van Moer Night Thunder
1362km Karl Jobst Blood Hawk
1234km Steven Zwartjes Twin Noritta
1186km Sami Cetin Mighty Typhoon
3. SAND OCEAN:
-----------------
BEST TIME: 1:16:101 David Van Moer MACHINE: Night Thunder
1:17:639 Steven Zwartjes Twin Noritta
1:18:643 Karl Jobst Twin Noritta
1:22:314 Sami Cetin King Meteor
BEST LAP: 0:22:530 David Van Moer Twin Noritta
0:22:843 Steven Zwartjes Twin Noritta
0:23:261 Karl Jobst Twin Noritta
0:25:166 Sami Cetin King Meteor
MAX SPEED: 1229km David Van Moer Night Thunder
1222km Karl Jobst Blood Hawk
1164km Steven Zwartjes Twin Noritta
1097km Sami Cetin King Meteor
4. DEVIL'S FOREST:
---------------------
BEST TIME: 1:18:923 David Van Moer MACHINE: Night Thunder
1:24:026 Karl Jobst Blood Hawk
1:24:963 Steven Zwartjes Twin Noritta
1:31:207 Sami Cetin King Meteor
BEST LAP: 0:22:530 David Van Moer Blood Hawk
0:24:737 Karl Jobst Blood Hawk
0:25:262 Steven Zwartjes Twin Noritta
0:28:229 Sami Cetin King Meteor
MAX SPEED: 1224km David Van Moer Night Thunder
1219km Karl Jobst Blood Hawk
1135km Steven Zwartjes Twin Noritta
1112km Sami Cetin King Meteor
5. BIG BLUE:
---------------
BEST TIME: 1:31:593 David Van Moer MACHINE: Twin Noritta
1:34:577 Karl Jobst Hyper Speeder
1:38:316 Steven Zwartjes Twin Noritta
1:40:801 Sami Cetin White Cat
1:43:116 Joshua Wright Twin Noritta
BEST LAP: 0:28:460 David Van Moer Night Thunder
0:29:703 Karl Jobst Hyper Speeder
0:30:502 Steven Zwartjes Twin Noritta
0:30:986 Sami Cetin White Cat
0:33:548 Joshua Wright Twin Noritta
MAX SPEED: 1230km David Van Moer Night Thunder
1181km Karl Jobst Blood Hawk
1111km Joshua Wright Twin Noritta
1090km Steven Zwartjes Twin Noritta
1052km Sami Cetin White Cat
6. PORT TOWN:
----------------
BEST TIME: 1:23:449 David Van Moer MACHINE: Night Thunder
1:30:865 Karl Jobst Blood Hawk
1:33:076 Steven Zwartjes Twin Noritta
1:46:098 Sami Cetin White Cat
BEST LAP: 0:24:932 David Van Moer Blood Hawk
0:27:314 Karl Jobst Blood Hawk
0:28:710 Steven Zwartjes Twin Noritta
0:34:203 Sami Cetin White Cat
MAX SPEED: 2207km David Van Moer Night Thunder
1881km Karl Jobst Blood Hawk
1449km Steven Zwartjes Twin Noritta
1425km Sami Cetin White Cat
------------------------------------------------------------------------------
*************
QUEEN CUP
*************
1. SECTOR ALPHA:
-------------------
BEST TIME: 1:21:961 Karl Jobst MACHINE: Night Thunder
1:23:579 David Van Moer Night Thunder
1:25:587 Steven Zwartjes Twin Noritta
1:27:730 Sami Cetin King Meteor
BEST LAP: 0:24:221 David Van Moer Night Thunder
0:25:089 Karl Jobst Night Thunder
0:25:541 Steven Zwartjes Twin Noritta
0:26:845 Sami Cetin King Meteor
MAX SPEED: 1619km Karl Jobst Night Thunder
1191km David Van Moer Night Thunder
1068km Steven Zwartjes Twin Noritta
1022km Sami Cetin King Meteor
2. RED CANYON:
-----------------
BEST TIME: 1:12:536 David Van Moer MACHINE: Night Thunder
1:14:285 Karl Jobst Blood Hawk
1:18:432 Steven Zwartjes Twin Noritta
1:18:676 Joshua Wright Twin Noritta
1:28:201 Sami Cetin Hyper Speeder
BEST LAP: 0:22:704 David Van Moer Night Thunder
0:23:016 Karl Jobst Blood Hawk
0:24:016 Steven Zwartjes Twin Noritta
0:24:263 Joshua Wright Twin Noritta
0:28:253 Sami Cetin Hyper Speeder
MAX SPEED: 1589km David Van Moer Night Thunder
1332km Karl Jobst Night Thunder
1269km Steven Zwartjes Twin Noritta
1260km Twin Noritta Twin Noritta
1189km Sami Cetin Hyper Speeder
3. DEVIL'S FOREST 2:
-----------------------
BEST TIME: 1:23:335 David Van Moer MACHINE: Night Thunder
1:25:547 Karl Jobst King Meteor
1:27:517 Steven Zwartjes Twin Noritta
1:37:663 Sami Cetin King Meteor
BEST LAP: 0:25:311 David Van Moer Twin Noritta
0:26:163 Karl Jobst King Meteor
0:27:195 Steven Zwartjes Twin Noritta
0:30:360 Sami Cetin King Meteor
MAX SPEED: 1445km David Van Moer Night Thunder
1319km Karl Jobst King Meteor
1290km Steven Zwartjes Twin Noritta
1204km Sami Cetin King Meteor
4. MUTE CITY 2:
------------------
BEST TIME: 1:14:790 David Van Moer MACHINE: Night Thunder
1:16:652 Karl Jobst Night Thunder
1:19:526 Steven Zwartjes Twin Noritta
1:25:355 Sami Cetin King Meteor
BEST LAP: 0:21:090 David Van Moer Blood Hawk
0:22:475 Karl Jobst Night Thunder
0:23:152 Steven Zwartjes Twin Noritta
0:25:983 Sami Cetin King Meteor
MAX SPEED: 1446km David Van Moer Night Thunder
1214km Karl Jobst Night Thunder
1115km Steven Zwartjes Twin Noritta
1015km Sami Cetin King Meteor
5. BIG BLUE 2:
-----------------
BEST TIME: 1:01:900 David Van Moer MACHINE: Night Thunder
1:04:290 Karl Jobst Night Thunder
1:08:713 Joshua Wright Twin Noritta
1:09:462 Steven Zwartjes Twin Noritta
1:12:431 Sami Cetin Red Gazelle
BEST LAP: 0:18:834 David Van Moer Night Thunder
0:19:753 Karl Jobst Night Thunder
0:21:439 Joshua Wright Twin Noritta
0:21:442 Steven Zwartjes Twin Noritta
0:22:882 Sami Cetin Red Gazelle
MAX SPEED: 1197km David Van Moer Night Thunder
1103km Karl Jobst Night Thunder
1058km Joshua Wright Twin Noritta
996km Steven Zwartjes Twin Noritta
988km Sami Cetin Red Gazelle
6. WHITE LAND:
-----------------
BEST TIME: 1:36:360 David Van Moer MACHINE: Night Thunder
1:38:898 Steven Zwartjes Twin Noritta
1:42:072 Karl Jobst Night Thunder
1:48:676 Joshua Wright Twin Noritta
1:48:350 Sami Cetin King Meteor
BEST LAP: 0:28:466 David Van Moer Blood Hawk
0:30:222 Steven Zwartjes Twin Noritta
0:31:333 Karl Jobst Night Thunder
0:33:744 Sami Cetin King Meteor
0:33:872 Joshua Wright Twin Noritta
MAX SPEED: 1566km David Van Moer Night Thunder
1334km Joshua Wright Twin Noritta
1317km Karl Jobst Twin Noritta
1260km Sami Cetin King Meteor
1216km Steven Zwartjes Twin Noritta
------------------------------------------------------------------------------
************
KING CUP
************
1. FIRE FIELD:
-----------------
BEST TIME: 1:11:599 David Van Moer MACHINE: Blood Hawk
1:15:100 Karl Jobst Night Thunder
1:24:534 Steven Zwartjes Twin Noritta
1:32:415 Joshua Wright Twin Noritta
1:33:522 Sami Cetin Hyper Speeder
BEST LAP: 0:22:237 David Van Moer Blood Hawk
0:23:534 Karl Jobst Night Thunder
0:25:152 Steven Zwartjes Twin Noritta
0:27:409 Joshua Wright Twin Noritta
0:29:404 Sami Cetin Hyper Speeder
MAX SPEED: 1924km David Van Moer Night Thunder
1674km Karl Jobst Blood Hawk
1531km Joshua Wright Twin Noritta
1500km Steven Zwartjes Twin Noritta
1070km Sami Cetin Hyper Speeder
2. SILENCE 2:
----------------
BEST TIME: 1:26:306 David Van Moer MACHINE: Night Thunder
1:31:520 Karl Jobst Night Thunder
1:39:037 Steven Zwartjes Night Thunder
1:48:274 Sami Cetin White Cat
BEST LAP: 0:26:284 David Van Moer Night Thunder
0:28:579 Karl Jobst Blood Hawk
0:30:570 Steven Zwartjes Night Thunder
0:33:746 Sami Cetin White Cat
MAX SPEED: 1225km David van Moer Blood Hawk
1181km Karl Jobst Blood Hawk
1037km Steven Zwartjes Twin Noritta
957km Sami Cetin White Cat
3. SECTOR BETA:
------------------
BEST TIME: 1:36:096 David Van Moer MACHINE: Night Thunder
1:41:274 Steven Zwartjes Twin Noritta
1:47:135 Karl Jobst Twin Noritta
1:47:217 Joshua Wright Twin Noritta
1:59:976 Sami Cetin White Cat
BEST LAP: 0:29:480 David Van Moer Night Thunder
0:31:476 Steven Zwartjes Twin Noritta
0:33:299 Karl Jobst King Meteor
0:33:540 Joshua Wright Twin Noritta
0:37:416 Sami Cetin White Cat
MAX SPEED: 2500+km David Van Moer Blood Hawk
2325km Karl Jobst Night Thunder
1871km Steven Zwartjes Twin Noritta
1755km Joshua Wright Twin Noritta
1413km Sami Cetin White Cat
4. RED CANYON 2:
-------------------
BEST TIME: 1:20:467 David Van Moer MACHINE: Blood Hawk
1:28:541 Karl Jobst Night Thunder
1:44:048 Steven Zwartjes Twin Noritta
1:56:874 Sami Cetin White Cat
BEST LAP: 0:23:273 David Van Moer Night Thunder
0:26:241 Karl Jobst Night Thunder
0:31:250 Steven Zwartjes Twin Noritta
0:37:480 Sami Cetin White Cat
MAX SPEED: 2235km David Van Moer Night Thunder
1856km Karl Jobst Blood Hawk
1254km Steven Zwartjes Twin Noritta
989km Sami Cetin White Cat
5. WHITE LAND 2:
-------------------
BEST TIME: 0:58:091 David Van Moer MACHINE: King Meteor
1:00:494 Karl Jobst King Meteor
1:15:157 Steven Zwartjes Twin Noritta
1:17:258 Joshua Wright Twin Noritta
1:19:767 Sami Cetin White Cat
BEST LAP: 0:17:776 David Van Moer King Meteor
0:18:210 Karl Jobst King Meteor
0:23:368 Steven Zwartjes Twin Noritta
0:23:754 Joshua Wright Twin Noritta
0:24:603 Sami Cetin White Cat
MAX SPEED: 1779km David Van Moer Mighty Hurricane
1522km Karl Jobst King Meteor
1113km Joshua Wright Twin Noritta
1087km Steven Zwartjes Twin Noritta
1048km Sami Cetin White Cat
6. MUTE CITY 3:
------------------
BEST TIME: 1:31:581 David Van Moer MACHINE: Night Thunder
1:41:602 Steven Zwartjes Twin Noritta
1:42:694 Karl Jobst Blood Hawk
1:47:302 Joshua Wright Twin Noritta
1:55:442 Sami Cetin Fire Stingray
BEST LAP: 0:27:832 David Van Moer Night Thunder
0:31:648 Steven Zwartjes Twin Noritta
0:32:350 Karl Jobst Blood Hawk
0:33:769 Joshua Wright Twin Noritta
0:37:108 Sami Cetin Fire Stingray
MAX SPEED: 1414km David Van Moer Night Thunder
1256km Steven Zwartjes Twin Noritta
1236km Karl Jobst Blood Hawk
1140km Joshua Wright Twin Noritta
1100km Sami Cetin Fire Stingray
------------------------------------------------------------------------------
*************
JOKER CUP
*************
1. RAINBOW ROAD:
-------------------
BEST TIME: 2:00:814 David Van Moer MACHINE: Night Thunder
2:09:635 Karl Jobst Night Thunder
2:11:920 Steven Zwartjes Night Thunder
2:31:391 Sami Cetin King Meteor
BEST LAP: 0:36:289 David Van Moer Night Thunder
0:39:709 Karl Jobst Night Thunder
0:40:645 Steven Zwartjes Night Thunder
0:46:764 Sami Cetin King Meteor
MAX SPEED: 2062km David Van Moer Night Thunder
1704km Sami Cetin King Meteor
1637km Karl Jobst Blood Hawk
1534km Steven Zwartjes Night Thunder
2. DEVIL'S FOREST 3:
-----------------------
BEST TIME: 1:13:834 David Van Moer MACHINE: Night Thunder
1:13:792 Karl Jobst Night Thunder
1:16:644 Steven Zwartjes Night Thunder
1:32:280 Sami Cetin White Cat
BEST LAP: 0:21:676 David Van Moer Night Thunder
0:22:006 Karl Jobst Night Thunder
0:22:752 Steven Zwartjes Night Thunder
0:29:038 Sami Cetin White Cat
MAX SPEED: 1256km David Van Moer Night Thunder
1186km Karl Jobst Blood Hawk
1169km Steven Zwartjes Night Thunder
969km Sami Cetin White Cat
3. SPACE PLANT:
------------------
BEST TIME: 1:53:944 David Van Moer MACHINE: Night Thunder
2:07:617 Karl Jobst Blood Hawk
2:10:338 Steven Zwartjes Twin Noritta
2:18:314 Sami Cetin King Meteor
BEST LAP: 0:35:156 David Van Moer Night Thunder
0:39:506 Steven Zwartjes Twin Noritta
0:40:185 Karl Jobst Blood Hawk
0:43:680 Sami Cetin King Meteor
MAX SPEED: 2035km David Van Moer Night Thunder
1388km Karl Jobst Blood Hawk
1355km Steven Zwartjes Twin Noritta
1266km Sami Cetin King Meteor
4. SAND OCEAN 2:
-------------------
BEST TIME: 1:27:887 David Van Moer MACHINE: Night Thunder
1:32:855 Karl Jobst Night Thunder
1:39:168 Steven Zwartjes Blood Hawk
1:53:684 Sami Cetin White Cat
BEST LAP: 0:27:001 David Van Moer Night Thunder
0:28:875 Karl Jobst Night Thunder
0:30:599 Steven Zwartjes Blood Hawk
0:36:833 Semi Cetin White Cat
MAX SPEED: 1465km David Van Moer Night Thunder
1176km Karl Jobst Night Thunder
1144km Steven Zwartjes Blood Hawk
994km Semi Cetin White Cat
5. PORT TOWN 2:
------------------
BEST TIME: 1:44:671 David Van Moer MACHINE: Blood Hawk
1:48:014 Karl Jobst Night Thunder
1:57:288 Steven Zwartjes Twin Noritta
1:59:638 Semi Cetin Hyper Speeder
BEST LAP: 0:31:425 David Van Moer Blood Hawk
0:33:558 Karl Jobst Night Thunder
0:36:573 Steven Zwartjes Twin Noritta
0:38:069 Sami Cetin Hyper Speeder
MAX SPEED: 1244km David Van Moer Night Thunder
1189km Karl Jobst Blood Hawk
1123km Semi Cetin Hyper Speeder
1081km Steven Zwartjes Twin Noritta
6. BIG HAND:
---------------
BEST TIME: 2:14:454 David Van Moer MACHINE: Blood Hawk
2:22:908 Karl Jobst Blood Hawk
2:29:250 Steven Zwartjes Twin Noritta
2:37:885 Semi Cetin Hyper Speeder
BEST LAP: 0:39:782 David Van Moer Blood Hawk
0:42:808 Karl Jobst Blood Hawk
0:46:646 Steven Zwartjes Twin Noritta
0:49:680 Sami Cetin Hyper Speeder
MAX SPEED: 1238km David Van Moer Blood Hawk
1120km Karl Jobst Blood Hawk
957km Steven Zwartjes Twin Noritta
873km Sami Cetin Hyper Speeder
------------------------------------------------------------------------------
**************
DEATH RACE
**************
BEST TIME: 0:39:475 David Van Moer MACHINE: Green Panther
0:55:080 Steven Zwartjes Fire Stingray
0:56:450 Karl Jobst Black Bull
------------------------------------------------------------------------------
WELL! This PAL section alone took me over 3 hours (with frequent F-Zero X
breaks of course!) to create. Most if not ALL of David Van Moer's times are
WORLD RECORDS. I repeat, they are WORLD RECORDS. They may seem impossible, but
they are highly possible to someone who's been playing for over 1000 hours.
******************************************************************************
******************************************************************************
------------------------------------------------------------------------------
****************
NTSC VERSION
****************
------------------------------------------------------------------------------
************
JACK CUP
************
1. MUTE CITY:
----------------
BEST TIME: 1:09:119 Jimmy Thai MACHINE: Night Thunder
1:12:077 Nathan Stinson Twin Noritta
1:12:422 Dustin Andrews Twin Noritta
1:12:436 Wes McKinney Twin Noritta
1:17:256 Eli Young Mighty Hurricane
1:18:084 Dan Taber Black Bull
BEST LAP: 0:20:103 Jimmy Thai Night Thunder
0:20:806 Nathan Stinson Twin Noritta
0:20:966 Wes McKinney Twin Noritta
0:20:972 Dustin Andrews Twin Noritta
0:22:488 Dan Taber Black Bull
0:23:544 Eli Young Mighty Hurricane
MAX SPEED: 1594km Jimmy Thai Night Thunder
1436km Dustin Andrews Twin Noritta
1411km Wes McKinney Twin Noritta
1402km Nathan Stinson Twin Noritta
1334km Dan Taber Black Bull
1318km Eli Young Mighty Hurricane
2. SILENCE:
--------------
BEST TIME: 1:03:514 Jimmy Thai MACHINE: Night Thunder
1:04:533 Nathan Stinson Mighty Typhoon
1:04:654 Dustin Andrews Twin Noritta
1:04:668 Wes McKinney Twin Noritta
1:05:165 Dan Taber Twin Noritta
1:07:256 Eli Young Twin Noritta
BEST LAP: 0:17:852 Jimmy Thai Night Thunder
0:18:275 Dustin Andrews Twin Noritta
0:18:284 Wes McKinney Twin Noritta
0:18:368 Nathan Stinson Mighty Typhoon
0:19:667 Eli Young Twin Noritta
0:19:781 Dan Taber Twin Noritta
MAX SPEED: 1801km Jimmy Thai Night Thunder
1507km Dustin Andrews Twin Noritta
1481km Wes McKinney Wonder Wasp
1471km Nathan Stinson Sonic Phantom
1431km Eli Young Twin Noritta
1425km Dan Taber Twin Noritta
3. SAND OCEAN:
-----------------
BEST TIME: 1:02:794 Jimmy Thai MACHINE: Night Thunder
1:04:466 Nathan Stinson Queen Meteor
1:05:126 Wes McKinney King Meteor
1:05:432 Dustin Andrews Hyper Speeder
1:11:229 Dan Taber Black Bull
BEST LAP: 0:17:835 Jimmy Thai Night Thunder
0:18:836 Nathan Stinson Twin Noritta
0:19:241 Wes McKinney King Meteor
0:19:418 Dustin Andrews Twin Noritta
0:20:750 Dan Taber Black Bull
MAX SPEED: 1677km Jimmy Thai Night Thunder
1484km Hyper Speeder Hyper Speeder
1364km Nathan Stinson Twin Noritta
1348km Wes McKinney White Cat
1314km Dan Taber Black Bull
4. DEVIL'S FOREST:
---------------------
BEST TIME: 1:05:564 Jimmy Thai MACHINE: Night Thunder
1:10:597 Wes McKinney Twin Noritta
1:11:545 Nathan Stinson Twin Noritta
1:11:600 Dustin Andrews Twin Noritta
1:23:743 Dan Taber Black Bull
BEST LAP: 0:18:599 Jimmy Thai Night Thunder
0:20:368 Nathan Stinson Blood Hawk
0:20:787 Wes McKinney Twin Noritta
0:21:617 Dustin Andrews Twin Noritta
0:24:380 Dan Taber Black Bull
MAX SPEED: 1845km Jimmy Thai Night Thunder
1397km Dustin Andrews Blood Hawk
1376km Nathan Stinson Blood Hawk
1371km Wes McKinney Twin Noritta
1274km Dan Taber Black Bull
5. BIG BLUE:
---------------
BEST TIME: 1:14:830 Jimmy Thai MACHINE: Blue Falcon
1:16:450 Nathan Stinson Twin Noritta
1:18:954 Wes McKinney Hyper Speeder
1:22:740 Dustin Andrews Hyper Speeder
BEST LAP: 0:22:897 Jimmy Thai Blue Falcon
0:23:686 Nathan Stinson Twin Noritta
0:24:400 Wes McKinney Hyper Speeder
0:25:403 Dustin Andrews Hyper Speeder
MAX SPEED: 2762km Jimmy Thai Blue Falcon
1325km Nathan Stinson Twin Noritta
1318km Wes McKinney Hyper Speeder
1287km Dustin Andrews Hyper Speeder
6. PORT TOWN:
----------------
BEST TIME: 1:06:067 Jimmy Thai MACHINE: Night Thunder
1:11:465 Dustin Andrews Night Thunder
1:12:885 Wes McKinney Blood Hawk
1:13:949 Nathan Stinson Blood Hawk
BEST LAP: 0:20:114 Jimmy Thai Night Thunder
0:21:791 Nathan Stinson Blood Hawk
0:21:823 Dustin Andrews Night Thunder
0:21:919 Wes McKinney Blood Hawk
MAX SPEED: 2845km Jimmy Thai Night Thunder